25 #include "CoreMinimal.h"
27 #include "GameFramework/PawnMovementComponent.h"
43 #include "RobotVehicleMovementComponent.generated.h"
107 AActor* MovingPlatform =
nullptr;
116 FVector LastPlatformLocation = FVector::ZeroVector;
125 FQuat LastPlatformRotation = FQuat::Identity;
160 TObjectPtr<URRFloatingMovementComponent> AIMovementComp =
nullptr;
175 void InitAIMovementComp();
191 virtual void SetUpdatedComponent(USceneComponent* InNewUpdatedComponent)
override;
202 FVector AngularVelocity = FVector::ZeroVector;
217 FVector DesiredMovement = FVector::ZeroVector;
228 FQuat DesiredRotation = FQuat::Identity;
243 float RayOffsetUp = 10.f;
256 float RayOffsetDown = 20.f;
267 bool bAdaptToSurfaceBelow =
true;
284 virtual void Initialize();
301 virtual void InitVelFilters();
312 int8 InversionFactor = 1;
331 virtual void InitData();
340 void SetMovingPlatform(AActor* platform);
349 bool IsOnMovingPlatform();
358 void RemoveMovingPlatform();
373 float MinDistanceToFloor = 0.f;
384 float FallingSpeed = 100.f;
406 FVector LinearVelFilterTau = FVector::ZeroVector;
417 FVector AngVelFilterTau = FVector::ZeroVector;
453 virtual void TickComponent(
float DeltaTime,
enum ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
override;
489 virtual void UpdateMovement(
float InDeltaTime);
500 float LogLastHit = 0.f;